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Kala Veijo
Veto. Veto Corp
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Posted - 2007.01.22 18:05:00 -
[91]
Originally by: Almarez Sorry but what is AOE?
Area Of Effect. Splash damage.
Warp Wind, CSM Chapter blog. |

Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.01.22 18:09:00 -
[92]
give me.. point laser defences (pewpew missiles) aoe torps bomber aoe cruise grenade launchers ( aoe guns)
deployable smarties
click once drop.. click twice activate 10 second regen... lovley ---

Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further details please mail [email protected] - Cortes |

Troubadour
Slacker Industries Exuro Mortis
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Posted - 2007.01.22 18:29:00 -
[93]
Originally by: Neslo The problem becomes that ravens become useless in Empire. While every other race can do combat some lame idiot will have a n00b alt sitting off his hull in a tempest at 150 km so that a raven can never shoot missles at him.
I like splash damage, as long as the other races recieve a nerf in empire as well...
OR
Perhaps make splash damage ONLY applicable in 0.0 space. That way someone can't exploit it in empire with alts.
Nes
raven's useless? FIT CRUISE.
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Troubadour
Slacker Industries Exuro Mortis
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Posted - 2007.01.22 18:33:00 -
[94]
Originally by: Xelios It'd have to be a whole new set of torps, otherwise all torps would be officially impossible to use in empire.
As for "just using cruise instead" yeah that's cool, how about CONCORD bans the use of neutron blasters, 1400mm's and 425mm rails in empire too? It's ok, just use the less powerful versions instead.
but they don't do splash damage. you can't have your cake and eat it too. you want splash, fine. But forget using them in empire.
Maybe only have capital versions of splash torps. This way there is never the issue of concord involved, and it would make the pheonix and nag useful in fleets. (don't make it overpowered thou, make them really slow or lower your ROF or something)
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Troubadour
Slacker Industries Exuro Mortis
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Posted - 2007.01.22 18:48:00 -
[95]
look guys, AOE torps are a terrible idea. if you have a crapload of missle/caldari BS skills, you can chill out like 80km off a station undock in jita, target a friendly ship, and just spam torps. Yes you would get concorded, but how many other ships will of died before you do, especially if you put off a few volleys.
And if they put in AOE torps, i want AOE hybrid, projectile, and laser ammo. It's only fair.
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RossP Zoyka
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Posted - 2007.01.22 20:53:00 -
[96]
If a version of AOE torps were limited to use by stealth bombers it would avoid making the Caldari too powerful while simultaneously buffing Stealth Bombers.
Also, it would be more simple to just not use stealth bombers in empire wars then it would be to not use an entire race's weapon in empire (Caldari).
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Slash Harnet
Minmatar Industrial Services INC
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Posted - 2007.01.22 23:50:00 -
[97]
If we are gonna make AoE Torps again we need to think of a way to buff the other three weapons in eve.
All of these are Tech II.
*AoE Torps - AoE with slightly less direct damage than Tech I Torps
*Point Defence Laser (crystal) - Exactly what it sounds like, lasers that target and pop incoming missles
*Super Conducting Rounds - Increased damage but increased volume as well
*Tracer Rounds - Increased tracking speed at the cost of rate of fire.
Also, make mines a drone that explode on command with splash damage (obviously). Also, Ships exploding giving splash damage would be hot (and very anti-blob)
Originally by: "Def Antares" i thought it was also hot when missiles were non guided and hit objects in their flightpath. gave missile ships a real drawback when someone hid in asteroids.
Why did that stop!
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RossP Zoyka
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Posted - 2007.01.23 13:20:00 -
[98]
tech II weapons were nerfed already for a reason. Why would they buff them again?
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.01.23 14:17:00 -
[99]
*makes his original post longer*
Many people have pointed out that giving Torps AoE, even if limited to T2 torps, would be overpowered. And I am inclined to agree with them.
Turret users already have three main areas: Hybrid, Projectile, and Energy.
Missile users have: Guided and Unguided. Although admittedly the path between the two is somewhat murky, IMHO CCP should seriously look at properly splitting out these two categories so that decent Rocket > HAM > Torp and Light > Heavy > Cruise paths exist.
So for missile users, introduce this 3rd class of AoE bombs. I think we've already established that the benefits (AoE damage) are balanced by the drawbacks (CONCORDOKEN if the wrong target is splashed).
Put them into the Small, Medium, Large tree that turrets have. Introduce a specific Bomb Launcher module (where stealth bombers have some bonus), and let missile users train them up. None of this "missile users have it too good" whine, as anyone with a turret slot feasibly has the chance to train from scratch.
Launcher wise, I figure a comparatively small capacity for each launcher. Something that can only take 3-6 bombs. Give them a hideous RoF, probably up there with siege launchers for the small bomb launcher. Launchers available in the three sizes and colours, T1/T2/Named/Officer/etc...
Bomb wise, I'd like to see things get interesting. Very long range, very slow. Whilst a Stealth Bomber can launch them from 150km away, the target is going to have ample warning to get out of the way (warp) or to take out the incoming bomb. This makes for excellent tactics of bombers having to get as close as possible before uncloaking and releasing bombs, I figure that Stealth Bombers will still maintain their oversized launcher possibly with a RoF bonus. The mechanics of bombs are similar to missiles in terms of damage vs speed and size, but with the added AoE. The AoE radius being similar to those of small/med/large smartbombs, I am guessing that damage based upon distance from point of origin of explosion might get back into the math-lag that helped rule them out in the first place.
Anyway, I will back this up with some dummy items later on (after work), but I think it's something to consider.
What I do the rest of the time - Vote for a Jita bypass! |

Laboratus
Gallente BGG
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Posted - 2007.01.23 14:23:00 -
[100]
Originally by: FireFoxx80
stuff
I am inclined to agree on quite a few of your points.
However, I'd like to add that the following features would be great to include.
Collition detection. Yet another anti-blob method. Without a clear field of fire you would risk friendly fire.
Targetable object. Great purpose for destroyers. While a squad of say 10 ravens lobbing these weapons of mass destruction, they could be intercepted by firing on them. ___ P.S. Post with your main. Mind control and tin hats |

William Hamilton
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Posted - 2007.01.23 14:28:00 -
[101]
Edited by: William Hamilton on 23/01/2007 14:27:01
Originally by: FireFoxx80 *makes his original post longer* [...] Anyway, I will back this up with some dummy items later on (after work), but I think it's something to consider.
Very nice and well thought out, I like it. On the stealth bomber front perhaps they could take reduced splash damage from their own weapons as a per/level bonus?
Oh, and on a similar topic... remote ECM bursts?
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Serj Darek
Minmatar Mentally Unstable Enterprises Privateer Alliance
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Posted - 2007.01.23 15:11:00 -
[102]
Originally by: j0sephine "Just to add. The delay from a exploding ship to you actualy being able to controll and warp away in a pod doesnt get you killed now a days by insta locking frigs?? or smartbombs??"
It may in some circumstances (while splash just works no matter if you get lag or not) ... but unlike splash damage the insta locking frigs and/or smartbombs don't come as free part of regular missile setup ^^
QFT
Sig removed, lacks Eve-related content - Cortes It contains my ingame name and corp ticker - Serj
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Joseph Josavion
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Posted - 2007.01.23 15:21:00 -
[103]
How about when your ship explodes it does splash damage. This would make BS 1on1s fun when the splash dmg of the ship exploding kills the remaining structure on the victor  
...Or maybe not.
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Christopher Dalran
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Posted - 2007.01.23 15:25:00 -
[104]
Edited by: Christopher Dalran on 23/01/2007 15:24:07 Want to know what splash damage was remove from torpedoes (and why mines left)? Because any num-nut could fly near your target in empire space (high sec of course) and get you concorded.
I remember splash damaging a gate a long time ago, that was bad.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.01.23 15:40:00 -
[105]
Originally by: Christopher Dalran Edited by: Christopher Dalran on 23/01/2007 15:24:07 Want to know what splash damage was remove from torpedoes (and why mines left)? Because any num-nut could fly near your target in empire space (high sec of course) and get you concorded.
I remember splash damaging a gate a long time ago, that was bad.
I think everyone also agrees that they caused lag.
Mines were removed due to lag, AoE, and the fact that they remained in space permanently - leading to people getting random kill mails months after dropping the mine.
Any numnut can fly near you whilst you are smartbombing, doesn't mean they need to be banned.
Note to self... missiles dying when a ship enters warp...
What I do the rest of the time - Vote for a Jita bypass! |

Bardi MecAuldnis
Amarr Pirates of Destruction Union
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Posted - 2007.01.23 17:08:00 -
[106]
If torps get their AOE back or a variant with AOE, can projectiles get flak ammo/guns, rails get some splodey ammo, and make smartbombs an amarr weapon (preferably affected by the 10% cap reduction bonus and/or other energy weapon bonuses)? --- Hey hey let's go kenka suru! Taisetsuna mono protect my balls! Boku ga warui so lets fighting! LET'S FIGHTING LOVE!!! |

Harlequinn
Caldari Confederation of Red Moon Red Moon Federation
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Posted - 2007.01.23 18:08:00 -
[107]
Originally by: Slash Harnet
Originally by: "Def Antares" i thought it was also hot when missiles were non guided and hit objects in their flightpath. gave missile ships a real drawback when someone hid in asteroids.
Why did that stop!
Would only make sense if guns did the same thing....
--Victory needs no explanation, defeat allows none.-- |

Adago Vilon
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Posted - 2007.01.23 18:24:00 -
[108]
Ladies, Gents, Amarrians,
May I present my idea for a new AOE weapon.
Codenamed: THE UBERBUMPAGE DEVICE I
Functionality: An AOE weapon modification principly used for blob dispersion. Upon detonation, the advanced warhead creates vast waves in the fabric of space (well, in the water that is EVE space), hurling with great velocity any ships within its blast range radially from it origin.
Application: 1. Platform: UBERBUMPAGE Smartbomb I. Implementation: Stealth Bombers, Amarr vessel specialisation. Similar in operation to smart bombs, the enables a covert ship to approach a hostile gate camp and disperse them effectively. 2. Platform: UBERBUMPAGE Missile warhead/specialised turret munition. Implementation: T2 Launchers and Turrets apart from laser turrets. Compared to the Smartbomb variety, the wave energy is far smaller. However, continuous impact will cause deviations in a ship's flight path.
The amount of bumpage can be determined by the mass of the target, the explotion velocity of the missile and the strength of the warhead (skill based).
I think it would have tremendous novelty value and be a great laugh for annoying all those gate campers. It would allow you to dislodge those annoying tanking BS's that get sent in to gates, take the aggro and then jump through.
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William Hamilton
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Posted - 2007.01.24 02:29:00 -
[109]
Well, looks like FireFoxx hit the nail on the head here...
http://frontpage.forcefeedback.nl/index.php?id=feature-6
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Kala Veijo
Veto. Veto Corp
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Posted - 2007.01.24 13:08:00 -
[110]
Quote: A couple of changes we’re considering are to introduce expensive area effect bombs that could be used by the (underpowered) expensive stealth bombers (which, in numbers, could mean destruction for a large fleet in one place) and a small “deployable” force field that could be placed around friends that are under focused fire.
Not exactly AOE torps but still TEH SEX.
Warp Wind, CSM Chapter blog. |

Slash Harnet
Minmatar Industrial Services INC
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Posted - 2007.01.24 23:22:00 -
[111]
Originally by: Harlequinn
Originally by: Slash Harnet
Originally by: "Def Antares" i thought it was also hot when missiles were non guided and hit objects in their flightpath. gave missile ships a real drawback when someone hid in asteroids.
Why did that stop!
Would only make sense if guns did the same thing....
I'm okay with that.
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Majin82
Caldari g guild
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Posted - 2007.01.24 23:32:00 -
[112]
Mines = LAG = Node Death = BAD
Splash Damage Torps would be awesome!!!!!
But to prevent a nerf to everyone in empire, there needs to be a T2 Missile that has AOE damage. That way it's up to the user if he wan't to risk being Concorded or not. ------------------------------------- The difference between a Pirate and an Anti-Pirate is that an Anti-Pirate fights ships fitted with guns!
Passive Drake For The Win |

Nisse Owned
The Order of Chivalry
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Posted - 2007.02.06 15:57:00 -
[113]
Originally by: FireFoxx80 *makes his original post longer*
Many people have pointed out that giving Torps AoE, even if limited to T2 torps, would be overpowered. And I am inclined to agree with them.
Turret users already have three main areas: Hybrid, Projectile, and Energy.
Missile users have: Guided and Unguided. Although admittedly the path between the two is somewhat murky, IMHO CCP should seriously look at properly splitting out these two categories so that decent Rocket > HAM > Torp and Light > Heavy > Cruise paths exist.
So for missile users, introduce this 3rd class of AoE bombs. I think we've already established that the benefits (AoE damage) are balanced by the drawbacks (CONCORDOKEN if the wrong target is splashed).
Put them into the Small, Medium, Large tree that turrets have. Introduce a specific Bomb Launcher module (where stealth bombers have some bonus), and let missile users train them up. None of this "missile users have it too good" whine, as anyone with a turret slot feasibly has the chance to train from scratch.
Launcher wise, I figure a comparatively small capacity for each launcher. Something that can only take 3-6 bombs. Give them a hideous RoF, probably up there with siege launchers for the small bomb launcher. Launchers available in the three sizes and colours, T1/T2/Named/Officer/etc...
Bomb wise, I'd like to see things get interesting. Very long range, very slow. Whilst a Stealth Bomber can launch them from 150km away, the target is going to have ample warning to get out of the way (warp) or to take out the incoming bomb. This makes for excellent tactics of bombers having to get as close as possible before uncloaking and releasing bombs, I figure that Stealth Bombers will still maintain their oversized launcher possibly with a RoF bonus. The mechanics of bombs are similar to missiles in terms of damage vs speed and size, but with the added AoE. The AoE radius being similar to those of small/med/large smartbombs, I am guessing that damage based upon distance from point of origin of explosion might get back into the math-lag that helped rule them out in the first place.
Anyway, I will back this up with some dummy items later on (after work), but I think it's something to consider.
Can't do anything else than agree here, kinda what i want aswell
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Ashturi Nagano
Mantigen Quanta
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Posted - 2007.02.06 16:08:00 -
[114]
While this may seem like a silly question (and perhaps it is), how many people here use drones in addition to torps (or whatever else will give splash damage)? Wouldn't that basically destroy your own drones after one or two shots, since drones don't exactly shoot from afar?
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